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Change haptic changing routine to skip always searching for existing device
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@ -1109,7 +1109,7 @@ namespace DS4Windows
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if (processingData[ind].Rumble[1] == 0x08)
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if (processingData[ind].Rumble[1] == 0x08)
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{
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{
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setRumble(Big, Small, ind);
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SetDevRumble(device, Big, Small, ind);
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}
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}
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}
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}
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}
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}
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@ -1304,8 +1304,22 @@ namespace DS4Windows
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Debug(this, args);
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Debug(this, args);
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}
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}
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//sets the rumble adjusted with rumble boost
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// sets the rumble adjusted with rumble boost. General use method
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public virtual void setRumble(byte heavyMotor, byte lightMotor, int deviceNum)
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public virtual void setRumble(byte heavyMotor, byte lightMotor, int deviceNum)
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{
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if (deviceNum < 4)
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{
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DS4Device device = DS4Controllers[deviceNum];
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if (device != null)
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SetDevRumble(device, heavyMotor, lightMotor, deviceNum);
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//device.setRumble((byte)lightBoosted, (byte)heavyBoosted);
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}
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}
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// sets the rumble adjusted with rumble boost. Method more used for
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// report handling. Avoid constant checking for a device.
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public void SetDevRumble(DS4Device device,
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byte heavyMotor, byte lightMotor, int deviceNum)
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{
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{
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byte boost = getRumbleBoost(deviceNum);
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byte boost = getRumbleBoost(deviceNum);
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uint lightBoosted = ((uint)lightMotor * (uint)boost) / 100;
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uint lightBoosted = ((uint)lightMotor * (uint)boost) / 100;
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@ -1315,12 +1329,7 @@ namespace DS4Windows
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if (heavyBoosted > 255)
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if (heavyBoosted > 255)
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heavyBoosted = 255;
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heavyBoosted = 255;
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if (deviceNum < 4)
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device.setRumble((byte)lightBoosted, (byte)heavyBoosted);
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{
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DS4Device device = DS4Controllers[deviceNum];
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if (device != null)
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device.setRumble((byte)lightBoosted, (byte)heavyBoosted);
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}
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}
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}
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public DS4State getDS4State(int ind)
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public DS4State getDS4State(int ind)
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